Game Development Portfolio

Dark Age of Camelot – Mythic Entertainment, 2001-2005

Launched in 2001 and still active today, Dark Age of Camelot brought a revolutionary new form of large-scale PvP combat to the burgeoning MMORPG genre.

In addition to the original DAoC, I worked as an Assistant Producer on its subsequent four expansions – Shrouded Isles, Foundations, Trials of Atlantis and Catacombs.

I also worked closely with our marketing and PR teams, helping to develop assets, videos and presentations for industry events like E3 and Gamescom.

Imperator Online – Mythic Entertainment, 2005-2006

Imperator Online was intended to be Mythic Entertainment’s follow-up to DAoC. With a focus of co-operative PvE adventuring, it represented a distinct departure for the RvR style of our earlier games.

As Associate Producer, I was responsible for putting together daily builds via Perforce as well as working with art and engineering teams to integrate assets and tech via a complex system of spreadsheets and CSV flat files.

While early alpha-builds of the game were well-received by critics and fans alike, the studio decided to postpone development when we were granted access to Games Workshop’s Warhammer Fantasy IP.

Warhammer: Age of Reckoning – Electronic Arts, 2006-2009

Warhammer: Age of Reckoning was Mythic’s second blockbuster MMO project. Drawing on the successes of DAoC, but also expanding them in nearly every way, WAR was a massive undertaking for the team. Early in development, the ambitious project drew the attention of Electronic Arts, who purchased Mythic in 2006.

As Associate Producer on WAR, my role expanded from earlier responsibilities to include the management of the teams responsible for the design and implementation of Player Careers and Combat throughout the game. Working closely with Games Workshop to guarantee strict adherence to their IP guidelines, we successfully produced the most advanced and wide-ranging RvR combat system the MMORPG genre had seen at the time.

Throughout the WAR project, I also spear-headed a “viral marketing” effort that involved the regular development of “Production Podcast” videos that gave players a behind the scenes look at the development of the game.

This series of 30 videos proved extremely popular with fans and helped to drive over 750,000 players to subscribe to our monthly newsletter emails as well as leading to tens of millions of views of the production podcasts themselves on YouTube and elsewhere.

Warhammer: Land of the Dead – Electronic Arts, 2008-2010

Land of the Dead was the first expansion for WAR. It added an enormous new playable region (the Necropolis of Zandri) and a new mega-dungeon (The Tomb of the Vulture Lord) to the core game, as well as expanding high-level content for more advanced players.

During this time, I also acted as Producer for the Mac OS port of the core WAR title. This involved working closely with TransGaming’s “Cider” Windows translation layer technology. Additionally, I traveled extensively in support of the Warhammer team, working closely with our partners in Europe, Asia and Russia.

Second Chance Heroes – Rocket City Studios, 2010-2014

Second Chance Heroes was a free-to-play action RPG released for iOS, PC, Mac and PS3/4. SCH was critically-acclaimed with a Metacritic rating of 84%.

I joined the Rocket City Studios team early in development and helped to guide the creation of proprietary engine technology and development tools as well as acting as Senior Designer for the studio. My role expanded to include Creative Direction responsibilities, including day-to-day management of the art team and pipeline. Later, I became Senior Producer, helping to guide the team through the final year of development leading up to the release of Second Chance Heroes.